// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#ifndef __C_VIDEO_NULL_H_INCLUDED__
#define __C_VIDEO_NULL_H_INCLUDED__

#include "IVideoDriver.h"
#include "IFileSystem.h"
#include "IImagePresenter.h"
#include "IGPUProgrammingServices.h"
#include "irrArray.h"
#include "irrString.h"
#include "IAttributes.h"
#include "IMeshBuffer.h"
#include "CFPSCounter.h"
#include "S3DVertex.h"
#include "SLight.h"
#include "SExposedVideoData.h"

namespace irr
{
	namespace io
	{
		class IWriteFile;
		class IReadFile;
	} // end namespace io
	namespace video
	{
		class IImageLoader;
		class IImageWriter;

		class CNullDriver : public IVideoDriver, public IGPUProgrammingServices
		{
		public:

			//! constructor
			CNullDriver(io::IFileSystem* io, const core::dimension2d<s32>& screenSize);

			//! destructor
			virtual ~CNullDriver();

			virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color);

			virtual bool endScene( s32 windowId = 0, core::rect<s32>* sourceRect=0 );

			//! queries the features of the driver, returns true if feature is available
			virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const;

			//! sets transformation
			virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);

			//! sets a material
			virtual void setMaterial(const SMaterial& material);

			//! loads a Texture
			virtual ITexture* getTexture(const c8* filename);

			//! loads a Texture
			virtual ITexture* getTexture(io::IReadFile* file);

			//! Returns a texture by index
			virtual ITexture* getTextureByIndex(u32 index);

			//! Returns amount of textures currently loaded
			virtual u32 getTextureCount() const;

			//! Renames a texture
			virtual void renameTexture(ITexture* texture, const c8* newName);

			//! creates a Texture
			virtual ITexture* addTexture(const core::dimension2d<s32>& size, const c8* name, ECOLOR_FORMAT format = ECF_A8R8G8B8);

			//! sets a render target
			virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, 
				bool clearZBuffer, SColor color);

			//! sets a viewport
			virtual void setViewPort(const core::rect<s32>& area);

			//! gets the area of the current viewport
			virtual const core::rect<s32>& getViewPort() const;

			//! draws a vertex primitive list
			virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
				const u16* indexList, u32 primitiveCount,
				E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType);

			//! draws an indexed triangle list
			virtual void drawIndexedTriangleList(const S3DVertex* vertices, u32 vertexCount, const u16* indexList, u32 triangleCount);

			//! draws an indexed triangle list
			virtual void drawIndexedTriangleList(const S3DVertex2TCoords* vertices, u32 vertexCount, const u16* indexList, u32 triangleCount);

			//! Draws an indexed triangle list.
			virtual void drawIndexedTriangleList(const S3DVertexTangents* vertices,
				u32 vertexCount, const u16* indexList, u32 triangleCount);

			//! Draws an indexed triangle fan.
			virtual void drawIndexedTriangleFan(const S3DVertex* vertices,
				u32 vertexCount, const u16* indexList, u32 triangleCount);

			//! Draws an indexed triangle list.
			virtual void drawIndexedTriangleFan(const S3DVertex2TCoords* vertices,
				u32 vertexCount, const u16* indexList, u32 triangleCount);

			//! Draws an indexed triangle fan.
			inline void drawIndexedTriangleFan(const S3DVertexTangents* vertices,
				u32 vertexCount, const u16* indexList, u32 triangleCount);

			//! Draws a 3d line.
			virtual void draw3DLine(const core::vector3df& start,
				const core::vector3df& end, SColor color = SColor(255,255,255,255));

			//! Draws a 3d triangle.
			virtual void draw3DTriangle(const core::triangle3df& triangle,
				SColor color = SColor(255,255,255,255));

			//! Draws a 3d axis aligned box.
			virtual void draw3DBox(const core::aabbox3d<f32>& box,
				SColor color = SColor(255,255,255,255));

			//! draws an 2d image
			virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos);

			//! draws a set of 2d images, using a color and the alpha
			/** channel of the texture if desired. The images are drawn
			beginning at pos and concatenated in one line. All drawings
			are clipped against clipRect (if != 0).
			The subtextures are defined by the array of sourceRects
			and are chosen by the indices given.
			\param texture: Texture to be drawn.
			\param pos: Upper left 2d destination position where the image will be drawn.
			\param sourceRects: Source rectangles of the image.
			\param indices: List of indices which choose the actual rectangle used each time.
			\param kerningWidth: offset on position
			\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
			This pointer can be 0. Then the image is not clipped.
			\param color: Color with which the image is colored.
			Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
			\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
			used to draw the image. */
			virtual void draw2DImage(const video::ITexture* texture,
				const core::position2d<s32>& pos,
				const core::array<core::rect<s32> >& sourceRects,
				const core::array<s32>& indices,
				s32 kerningWidth = 0,
				const core::rect<s32>* clipRect = 0,
				SColor color=SColor(255,255,255,255),
				bool useAlphaChannelOfTexture=false);

			//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
			virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos, 
				const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
				SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);

			//! Draws a part of the texture into the rectangle.
			virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
				const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
				video::SColor* colors=0, bool useAlphaChannelOfTexture=false);

			//! draw an 2d rectangle
			virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos, const core::rect<s32>* clip = 0);

			//!Draws an 2d rectangle with a gradient.
			virtual void draw2DRectangle(const core::rect<s32>& pos,
				SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
				const core::rect<s32>* clip = 0);

			//! Draws a 2d line. 
			virtual void draw2DLine(const core::position2d<s32>& start,
				const core::position2d<s32>& end,
				SColor color=SColor(255,255,255,255));

			//! Draws a non filled concyclic reqular 2d polyon.
			virtual void draw2DPolygon(core::position2d<s32> center, 
				f32 radius, video::SColor Color, s32 vertexCount);

			virtual void setFog(SColor color=SColor(0,255,255,255), bool linearFog=true,
				f32 start=50.0f, f32 end=100.0f, 
				f32 density=0.01f, bool pixelFog=false, bool rangeFog=false);

			//! returns screen size
			virtual const core::dimension2d<s32>& getScreenSize() const;

			//! returns screen size
			virtual const core::dimension2d<s32>& getCurrentRenderTargetSize() const;

			// returns current frames per second value
			virtual s32 getFPS() const;

			//! returns amount of primitives (mostly triangles) were drawn in the last frame.
			//! very useful method for statistics.
			virtual u32 getPrimitiveCountDrawn( u32 param = 0 ) const;

			//! deletes all dynamic lights there are
			virtual void deleteAllDynamicLights();

			//! adds a dynamic light
			virtual void addDynamicLight(const SLight& light);

			//! returns the maximal amount of dynamic lights the device can handle
			virtual u32 getMaximalDynamicLightAmount() const;

			//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
			//! driver, it would return "Direct3D8.1".
			virtual const wchar_t* getName() const;

			//! Sets the dynamic ambient light color. The default color is
			//! (0,0,0,0) which means it is dark.
			//! \param color: New color of the ambient light.
			virtual void setAmbientLight(const SColorf& color);

			//! Adds an external image loader to the engine.
			virtual void addExternalImageLoader(IImageLoader* loader);

			//! Adds an external image writer to the engine.
			virtual void addExternalImageWriter(IImageWriter* writer);

			//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
			//! this: Frist, draw all geometry. Then use this method, to draw the shadow
			//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
			virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail=true);

			//! Fills the stencil shadow with color. After the shadow volume has been drawn
			//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
			//! to draw the color of the shadow. 
			virtual void drawStencilShadow(bool clearStencilBuffer=false, 
				video::SColor leftUpEdge = video::SColor(0,0,0,0), 
				video::SColor rightUpEdge = video::SColor(0,0,0,0),
				video::SColor leftDownEdge = video::SColor(0,0,0,0),
				video::SColor rightDownEdge = video::SColor(0,0,0,0));

			//! Returns current amount of dynamic lights set
			//! \return Current amount of dynamic lights set
			virtual u32 getDynamicLightCount() const;

			//! Returns light data which was previously set with IVideDriver::addDynamicLight().
			//! \param idx: Zero based index of the light. Must be greater than 0 and smaller
			//! than IVideoDriver()::getDynamicLightCount.
			//! \return Light data.
			virtual const SLight& getDynamicLight(u32 idx) const;

			//! Removes a texture from the texture cache and deletes it, freeing lot of
			//! memory. 
			virtual void removeTexture(ITexture* texture);

			//! Removes all texture from the texture cache and deletes them, freeing lot of
			//! memory. 
			virtual void removeAllTextures();

			//! Creates a render target texture.
			virtual ITexture* createRenderTargetTexture(const core::dimension2d<s32>& size, const c8* name);

			//! Creates an 1bit alpha channel of the texture based of an color key.
			virtual void makeColorKeyTexture(video::ITexture* texture, video::SColor color) const;

			//! Creates an 1bit alpha channel of the texture based of an color key position.
			virtual void makeColorKeyTexture(video::ITexture* texture, core::position2d<s32> colorKeyPixelPos) const;

			//! Creates a normal map from a height map texture. 
			//! \param amplitude: Constant value by which the height information is multiplied.
			virtual void makeNormalMapTexture(video::ITexture* texture, f32 amplitude=1.0f) const;

			//! Returns the maximum amount of primitives (mostly vertices) which
			//! the device is able to render with one drawIndexedTriangleList
			//! call.
			virtual u32 getMaximalPrimitiveCount() const;

			//! Enables or disables a texture creation flag.
			virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);

			//! Returns if a texture creation flag is enabled or disabled.
			virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const;

			//! Creates a software image from a file. 
			virtual IImage* createImageFromFile(const char* filename);

			//! Creates a software image from a file. 
			virtual IImage* createImageFromFile(io::IReadFile* file);

			//! Creates a software image from a byte array.
			//! \param useForeignMemory: If true, the image will use the data pointer
			//! directly and own it from now on, which means it will also try to delete [] the
			//! data when the image will be destructed. If false, the memory will by copied.
			virtual IImage* createImageFromData(ECOLOR_FORMAT format, 
				const core::dimension2d<s32>& size, void *data,
				bool ownForeignMemory=true, bool deleteForeignMemory = true);

			// Modified By DC: For using TSTerrainSceneNode

			virtual IImage* createImage(ECOLOR_FORMAT format, const core::dimension2d<s32>& size);

			virtual IImage* createImage(ECOLOR_FORMAT format, IImage *imageToCopy);

			virtual IImage* createImage(IImage* imageToCopy,
				const core::position2d<s32>& pos, const core::dimension2d<s32>& size);


			//! Draws a mesh buffer
			virtual void drawMeshBuffer(const scene::IMeshBuffer* mb);

			//! Only used by the internal engine. Used to notify the driver that
			//! the window was resized.
			virtual void OnResize(const core::dimension2d<s32>& size);

			//! Adds a new material renderer to the video device.
			virtual s32 addMaterialRenderer(IMaterialRenderer* renderer,
				const char* name = 0);

			//! Returns driver and operating system specific data about the IVideoDriver.
			virtual const SExposedVideoData& getExposedVideoData();

			//! Returns type of video driver
			virtual E_DRIVER_TYPE getDriverType() const;

			//! Returns the transformation set by setTransform
			virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;

			//! Returns pointer to the IGPUProgrammingServices interface.
			virtual IGPUProgrammingServices* getGPUProgrammingServices();

			//! Adds a new material renderer to the VideoDriver, using pixel and/or 
			//! vertex shaders to render geometry.
			virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
				const c8* pixelShaderProgram = 0,
				IShaderConstantSetCallBack* callback = 0,
				E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
				s32 userData=0);

			//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the 
			//! programs from files.
			virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram = 0,
				io::IReadFile* pixelShaderProgram = 0,
				IShaderConstantSetCallBack* callback = 0,
				E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
				s32 userData=0);

			//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the 
			//! programs from files.
			virtual s32 addShaderMaterialFromFiles(const c8* vertexShaderProgramFileName = 0,
				const c8* pixelShaderProgramFileName = 0,
				IShaderConstantSetCallBack* callback = 0,
				E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
				s32 userData=0);

			//! Returns pointer to material renderer or null
			virtual IMaterialRenderer* getMaterialRenderer(u32 idx);

			//! Returns amount of currently available material renderers.
			virtual u32 getMaterialRendererCount() const;

			//! Returns name of the material renderer
			virtual const char* getMaterialRendererName(u32 idx) const;

			//! Adds a new material renderer to the VideoDriver, based on a high level shading 
			//! language. Currently only HLSL in D3D9 is supported. 
			virtual s32 addHighLevelShaderMaterial(
				const c8* vertexShaderProgram,
				const c8* vertexShaderEntryPointName = 0,
				E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
				const c8* pixelShaderProgram = 0, 
				const c8* pixelShaderEntryPointName = 0,
				E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
				IShaderConstantSetCallBack* callback = 0,
				E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
				s32 userData=0);   

			//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
			//! but tries to load the programs from files. 
			virtual s32 addHighLevelShaderMaterialFromFiles(
				const c8* vertexShaderProgram,
				const c8* vertexShaderEntryPointName = "main",
				E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
				const c8* pixelShaderProgram = 0, 
				const c8* pixelShaderEntryPointName = "main",
				E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
				IShaderConstantSetCallBack* callback = 0,
				E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
				s32 userData=0); 

			//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
			//! but tries to load the programs from files. 
			virtual s32 addHighLevelShaderMaterialFromFiles(
				io::IReadFile* vertexShaderProgram,
				const c8* vertexShaderEntryPointName = "main",
				E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
				io::IReadFile* pixelShaderProgram = 0, 
				const c8* pixelShaderEntryPointName = "main",
				E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
				IShaderConstantSetCallBack* callback = 0,
				E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
				s32 userData=0); 

			//! Clears the ZBuffer. 
			virtual void clearZBuffer();

			//! Returns an image created from the last rendered frame.
			virtual IImage* createScreenShot();

			//! Writes the provided image to disk file
			virtual bool writeImageToFile(IImage* image, const char* filename, u32 param = 0);

			//! Sets the name of a material renderer. 
			virtual void setMaterialRendererName(s32 idx, const char* name);

			//! Creates material attributes list from a material, usable for serialization and more.
			virtual io::IAttributes* createAttributesFromMaterial(const video::SMaterial& material);

			//! Fills an SMaterial structure from attributes.
			virtual void fillMaterialStructureFromAttributes(video::SMaterial& outMaterial, io::IAttributes* attributes);

			//! looks if the image is already loaded
			virtual video::ITexture* findTexture(const c8* filename);

			//! Set/unset a clipping plane.
			//! There are at least 6 clipping planes available for the user to set at will.
			//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
			//! \param plane: The plane itself.
			//! \param enable: If true, enable the clipping plane else disable it.
			virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);

			//! Enable/disable a clipping plane.
			//! There are at least 6 clipping planes available for the user to set at will.
			//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
			//! \param enable: If true, enable the clipping plane else disable it.
			virtual void enableClipPlane(u32 index, bool enable);

		protected:

			//! deletes all textures
			void deleteAllTextures();

			//! opens the file and loads it into the surface
			video::ITexture* loadTextureFromFile(io::IReadFile* file, const c8* hashName = 0);

			//! adds a surface, not loaded or created by the Irrlicht Engine
			void addTexture(video::ITexture* surface);

			//! Creates a texture from a loaded IImage.
			virtual ITexture* addTexture(const c8* name, IImage* image);

			//! returns a device dependent texture from a software surface (IImage)
			//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
			virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const char* name);

			//! checks triangle count and print warning if wrong
			bool checkPrimitiveCount(u32 prmcnt) const;

			// adds a material renderer and drops it afterwards. To be used for internal creation
			s32 addAndDropMaterialRenderer(IMaterialRenderer* m);

			//! deletes all material renderers
			void deleteMaterialRenders();

			// prints renderer version
			void printVersion();

			//! normal map lookup 32 bit version
			inline f32 nml32(int x, int y, int pitch, int height, s32 *p) const
			{
				if (x < 0) x = pitch-1; if (x >= pitch) x = 0;
				if (y < 0) y = height-1; if (y >= height) y = 0;
				return (f32)(((p[(y * pitch) + x])>>16) & 0xff);
			}

			//! normal map lookup 16 bit version
			inline f32 nml16(int x, int y, int pitch, int height, s16 *p) const
			{
				if (x < 0) x = pitch-1; if (x >= pitch) x = 0;
				if (y < 0) y = height-1; if (y >= height) y = 0;

				return (f32) getAverage ( p[(y * pitch) + x] );
			}

			struct SSurface
			{
				video::ITexture* Surface;

				bool operator < (const SSurface& other) const
				{
					return Surface->getName() < other.Surface->getName();
				}
			};

			struct SMaterialRenderer
			{
				core::stringc Name;
				IMaterialRenderer* Renderer;
			};

			struct SDummyTexture : public ITexture
			{
				SDummyTexture(const char* name) : ITexture(name), size(0,0) {};

				virtual void* lock() { return 0; };
				virtual void unlock(){}
				virtual const core::dimension2d<s32>& getOriginalSize() const { return size; }
				virtual const core::dimension2d<s32>& getSize() const { return size; }
				virtual E_DRIVER_TYPE getDriverType() const { return video::EDT_NULL; }
				virtual ECOLOR_FORMAT getColorFormat() const { return video::ECF_A1R5G5B5; };
				virtual u32 getPitch() const { return 0; }
				virtual void regenerateMipMapLevels() {};
				core::dimension2d<s32> size;
			};

			core::array<SSurface> Textures;
			core::array<video::IImageLoader*> SurfaceLoader;
			core::array<video::IImageWriter*> SurfaceWriter;
			core::array<SLight> Lights;
			core::array<SMaterialRenderer> MaterialRenderers;

			io::IFileSystem* FileSystem;

			core::rect<s32> ViewPort;
			core::dimension2d<s32> ScreenSize;
			core::matrix4 TransformationMatrix;

			CFPSCounter FPSCounter;

			u32 PrimitivesDrawn;

			u32 TextureCreationFlags;

			bool LinearFog;
			f32 FogStart;
			f32 FogEnd;
			f32 FogDensity;
			bool PixelFog;
			bool RangeFog;
			SColor FogColor;

			SExposedVideoData ExposedData;
		};

	} // end namespace video
} // end namespace irr


#endif

